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Camera access through browser

We are creating an HTML5 website fo开发者_如何学Gor mobile and need to get camera access through the web browser without being a native app. We are having trouble making this work in iOS. Is anyone aware of a solution for this?


You could try this:

<input type="file" capture="camera" accept="image/*" id="cameraInput" name="cameraInput">

but it has to be iOS 6+ to work. That will give you a nice dialogue for you to choose either to take a picture or to upload one from your album i.e.

Camera access through browser

An example can be found here: Capturing camera/picture data without PhoneGap


As of 2015, it now just works.

<input type="file">

This will ask user for the upload of any file. On iOS 8.x this can be a camera video, camera photo, or a photo/video from Photo Library.

Camera access through browser

<input type="file" accept="image/*">

This is as above, but limits the uploads to photos only from camera or library, no videos.


In iOS6, Apple supports this via the <input type="file"> tag. I couldn't find a useful link in Apple's developer documentation, but there's an example here.

It looks like overlays and more advanced functionality is not yet available, but this should work for a lot of use cases.

EDIT: The w3c has a spec that iOS6 Safari seems to implement a subset of. The capture attribute is notably missing.


I think this one is working. Recording a video or audio;

<input type="file" accept="video/*;capture=camcorder">
<input type="file" accept="audio/*;capture=microphone">

or (new method)

<device type="media" onchange="update(this.data)"></device>
<video autoplay></video>
<script>
  function update(stream) {
    document.querySelector('video').src = stream.url;
  }
</script>

If it is not, probably will work on ios6, more detail can be found at get user media


Update 11/2020: The Google Developer link is (currently) dead. The original article with a LOT more explanations can still be found at web.archive.org.


This question is already a few years old but in that time some additional possibilities have evolved, like accessing the camera directly, displaying a preview and capturing snapshots (e.g. for QR code scanning).

This Google Developers article provides an in-depth explaination of all (?) the ways how to get image/camera data into a web application, from "work everywhere" (even in desktop browsers) to "work only on modern, up-to-date mobile devices with camera". Along with many useful tips.

Explained methods:

  • Ask for a URL: Easiest but least satisfying.

  • File input (covered by most other posts here): The data can then be attached to a or manipulated with JavaScript by listening for an onchange event on the input element and then reading the files property of the event target.

<input type="file" accept="image/*" id="file-input">
<script>
  const fileInput = document.getElementById('file-input');

  fileInput.addEventListener('change', (e) => doSomethingWithFiles(e.target.files));
</script>

The files property is a FileList object.

  • Drag and drop (useful for desktop browsers):
<div id="target">You can drag an image file here</div>
<script>
  const target = document.getElementById('target');

  target.addEventListener('drop', (e) => {
    e.stopPropagation();
    e.preventDefault();

    doSomethingWithFiles(e.dataTransfer.files);
  });

  target.addEventListener('dragover', (e) => {
    e.stopPropagation();
    e.preventDefault();

    e.dataTransfer.dropEffect = 'copy';
  });
</script>

You can get a FileList object from the dataTransfer.files property of the drop event.

  • Paste from clipboard
<textarea id="target">Paste an image here</textarea>
<script>
  const target = document.getElementById('target');

  target.addEventListener('paste', (e) => {
    e.preventDefault();
    doSomethingWithFiles(e.clipboardData.files);
  });
</script>

e.clipboardData.files is a FileList object again.

  • Access the camera interactively (necessary if application needs to give instant feedback on what it "sees", like QR codes): Detect camera support with const supported = 'mediaDevices' in navigator; and prompt the user for consent. Then show a realtime preview and copy snapshots to a canvas.
<video id="player" controls autoplay></video>
<button id="capture">Capture</button>
<canvas id="canvas" width=320 height=240></canvas>
<script>
  const player = document.getElementById('player');
  const canvas = document.getElementById('canvas');
  const context = canvas.getContext('2d');
  const captureButton = document.getElementById('capture');

  const constraints = {
    video: true,
  };

  captureButton.addEventListener('click', () => {
    // Draw the video frame to the canvas.
    context.drawImage(player, 0, 0, canvas.width, canvas.height);
  });

  // Attach the video stream to the video element and autoplay.
  navigator.mediaDevices.getUserMedia(constraints)
    .then((stream) => {
      player.srcObject = stream;
    });
</script>

Don't forget to stop the video stream with

player.srcObject.getVideoTracks().forEach(track => track.stop());

Update 11/2020: The Google Developer link is (currently) dead. The original article with a LOT more explanations can still be found at web.archive.org.


The Picup app is a way to take pictures from an HTML5 page and upload them to your server. It requires some extra programming on the server, but apart from PhoneGap, I have not found another way.

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